use super::{ super::{vek::*, Animation}, CharacterSkeleton, SkeletonAttr, }; use common::{comp::item::ToolKind, states::utils::StageSection}; use std::f32::consts::PI; pub struct RollAnimation; type RollAnimationDependency = ( Option, Option, Vec3, Vec3, f32, Option, ); impl Animation for RollAnimation { type Dependency<'a> = RollAnimationDependency; type Skeleton = CharacterSkeleton; #[cfg(feature = "use-dyn-lib")] const UPDATE_FN: &'static [u8] = b"character_roll\0"; #[cfg_attr(feature = "be-dyn-lib", export_name = "character_roll")] fn update_skeleton_inner<'a>( skeleton: &Self::Skeleton, (_active_tool_kind, _second_tool_kind, orientation, last_ori, _global_time, stage_section): Self::Dependency<'a>, anim_time: f32, rate: &mut f32, s_a: &SkeletonAttr, ) -> Self::Skeleton { *rate = 1.0; let mut next = (*skeleton).clone(); let ori: Vec2 = Vec2::from(orientation); let last_ori = Vec2::from(last_ori); let tilt = if ::vek::Vec2::new(ori, last_ori) .map(|o| o.magnitude_squared()) .map(|m| m > 0.0001 && m.is_finite()) .reduce_and() && ori.angle_between(last_ori).is_finite() { ori.angle_between(last_ori).min(0.05) * last_ori.determine_side(Vec2::zero(), ori).signum() } else { 0.0 }; let (movement1base, movement2, movement3) = match stage_section { Some(StageSection::Buildup) => (anim_time.powf(2.0), 0.0, 0.0), Some(StageSection::Movement) => (1.0, anim_time.powf(0.75), 0.0), Some(StageSection::Recover) => (1.0, 1.0, anim_time.powf(0.75)), _ => (0.0, 0.0, 0.0), }; let pullback = 1.0 - movement3; let movement1 = movement1base * pullback; next.head.position = Vec3::new( 0.0, s_a.head.0 + 1.5 * movement1, s_a.head.1 - 1.0 * movement1, ); next.head.orientation = Quaternion::rotation_x(-0.3 * movement1); next.chest.position = Vec3::new(0.0, s_a.chest.0, -9.5 * movement1 + s_a.chest.1); next.chest.orientation = Quaternion::rotation_x(-0.2 * movement1); next.belt.position = Vec3::new( 0.0, s_a.belt.0 + 1.0 * movement1, s_a.belt.1 + 1.0 * movement1, ); next.belt.orientation = Quaternion::rotation_x(0.55 * movement1); next.shorts.position = Vec3::new( 0.0, s_a.shorts.0 + 4.5 * movement1, s_a.shorts.1 + 2.5 * movement1, ); next.shorts.orientation = Quaternion::rotation_x(0.8 * movement1); next.hand_l.position = Vec3::new( -s_a.hand.0, s_a.hand.1 + 1.0 * movement1, s_a.hand.2 + 2.0 * movement1, ); next.hand_l.orientation = Quaternion::rotation_x(0.6 * movement1); next.hand_r.position = Vec3::new( -1.0 * movement1 + s_a.hand.0, s_a.hand.1 + 1.0 * movement1, s_a.hand.2 + 2.0 * movement1, ); next.hand_r.orientation = Quaternion::rotation_x(0.6 * movement1); next.foot_l.position = Vec3::new( 1.0 * movement1 - s_a.foot.0, s_a.foot.1 + 5.5 * movement1, s_a.foot.2 - 5.0 * movement1, ); next.foot_l.orientation = Quaternion::rotation_x(0.9 * movement1); next.foot_r.position = Vec3::new( 1.0 * movement1 + s_a.foot.0, s_a.foot.1 + 5.5 * movement1, s_a.foot.2 - 5.0 * movement1, ); next.foot_r.orientation = Quaternion::rotation_x(0.9 * movement1); next.torso.position = Vec3::new(0.0, 0.0, 8.0 * movement1); next.torso.orientation = Quaternion::rotation_x(movement1 * -0.4 + movement2 * -2.0 * PI) * Quaternion::rotation_z(tilt * -10.0); next } }